How is Mothdust Changeling better than Nightshade Stinger? And Spellstutter on a non-faerie dedicated build (Prickly Boggart, Looter, Stinkdrinker)?
Lol. Like I said. Never played it, but has an 'Informed Opinion'. Try it out.
Mothdust Changeling is better than Nightshade in my build because I have had games come down to whether or not I could block a Chameleon Colossus. It can block, it can fly and it's not black.
Spellstutter is amazing in this deck. You have to TRY it to understand. All you need is one or two faeries and a Bitterblossom in play. Not only does Bitterblossom count as a faerie, but every turn it allows the Spellstutter to counter a spell one mana higher. Spellstutter isn't in the list so I can counter every single thing they play. It's there so I can stall the one or two turns I need to win if I don't get the turn four kill. Like I said, try it. You'll see how great it truly is. I've even had plays such as:
I have been playing strictly rogues since MOR became Standard. City Champs, online, MWS and FNM. I evolve it and change it a little bit each week, and the version I find the most consistent is as follows. Just as a heads up, I know many of you are going to make comments about it without ever trying it. That's expected around here and I'm prepared for it. I'm just gonna end by saying that my testing...all the hundreds of games I've played with every grain of Rogue...prove to me what I need to know. I'm just showing you my decklist so you can see another side.
This is my favorite art by far, I think. The way he's wearing a skull and some dismembered arms that are still fresh with blood is insane! It's freaky and bad ( ) )!
It's generally pretty dorky, but I love turn 1 Rit for Necro. Build up burn. Burn 'em down. If need be, set up Doomsday with a seething song on top of your library and 4 Stomping Slabs. I just took it for fun, but no one expected it.
Thieves' Fortune is insane. I don't understand how people can't grasp that even at 2U Impulse is a great card, but at [mana]U[/card] it's efficient and busted. I'll have to try Notorious Throng in the deck, but as for Bitterblossom...
Well I understand that Bitterblossom's a house. I really do. I'm just so against trying three maindeck, because mono-red is played heavily around here, and by mono-red, I mean straight burn. I'll give it a try, but the mono-black Lightning Helix+ really comes in handy.
The problem I see with this deck is that it's not even close to as fast as rogue builds running Stinkdrinker and/or Bad Moon. Looter il-Kor sculpts your hand nicely but it's a pathetic damage dealer without a Stinkdrinker in play.
Against control it will probably fare better thanks to the Noggin Whacks and TS and Squad from the board, but who plays control nowadays? Very few, that's who.
First, the top comment. It's true that Chapin-Rogue decks have the potential to be faster. Playtesting it, though, is another story. Having tested mono-black builds, I can attest that sometimes the draws don't come through and sometimes the deck just plain runs out of gas. Playing against them with my U/B builds, I can usually win through just playing tighter curves and more powerful turns. When they stumble on a mised land and I'm hitting gas every turn, slow and steady stomps the competition.
Don't forget that Bad Moon also helps some of my creatures as well.
Second, my meta still has people playing the full gamut. We have people playing Mannequin, R/x//G/x Warriors, Kithkin, Miracle-Gro, U/B Faeries, U/G Faeries, Project R, you name it, we got it. I usually am able to stall a game out against many of those decks to sneak my damage through for the win. Just because Lorwyn is Legions 2.0 doesn't mean that every meta is chock full or Sideways Smashery or RedZone Rumbles.
It really depends on how much of a problem it is for you. In a mono-red aggro deck I was playing, I kept getting screwed by Story Circle, Pariah on Stuffy Doll, Ajani, etc. So what I did was maindeck four Ancient Amphitheater and some Battlefield Forges. Then in my sideboard I placed four Oblivion Ring and three Rule of Law. Rule of Law is what saved me against Dragonstorm and other decks. It would let me drop them below 0 before they could deal with it, if at all.
Just an idea, but one of my all-time favorite cards, Elephant Guide was reprinted as Griffin Guide. Griffin Guide targeting Spellwild Ouphe only costs W. A permanent +2/+2 with Flying that delivers another threat upon removal seems like a nice investment for W.
It's fun and kills quick. Sideboard is kind of a meta choice. I've had a game play out as:
Mtn, Rift Bolt
Flagstones, SSG->Countryside Crusher,
CC->Keldon Megaliths, SSG->Countryside Crusher, Flagstones, Swing for 6. Opponent at 11.
CC/2->Mtn, Reinforce Rustic onto CC, Swing for 16. God hand no doubt, but damn that hurts!!!
Deck Notes:
Double Flagstones or Flagstones/Shard Volley nets you bonuses for Countryside Crusher without disabling your landbase further.
Reinforcing a Countryside Crusher with the Rustic Clachan nets you two +1/+1 Counters.
Sideboard Choices: Calciderm comes in against any deck with heavy, targeted removal. Cryoclasm for all the blue/white decks. Cryoclasm, Calciderm and Angel's Grace all come in against Project R. Cryoclasms slow down their mana production which they heavily rely on. Calciderms survive everything they have to remove it minus ***. Angel's Grace can let you survive the combo turn and swing in with a Calciderm. Even if they bounce everything you have but the Calcium, all their creatures will have died, and they won't expect the Angel's Grace. It's my SST!
Some of you may have seen my 10,023,176,234,723,453 rogue builds I've been posting and testing since I saw the first rogue on the spoiler. I've played them at City Champs, FNM's, online, MWS/MTGO, etc, etc. I've come up with a newer UB build that is not only powerful, but it's a blast to play.
I find that the card draw/parity involved in the U/B builds, help overcome the typical aggro shortcomings. Running out of gas when you're in a winning position is a terrible way to lose.
Deck Notes:
The addition of Spellstutter Sprite pushes this deck's disruption package over the edge. After sideboard, Thoughtseize + Noggin Whack + This Gal = Disruption Extraordinairre.
Remember that Mutavault, Faerie Conclave and Bitterblossom all count as faeries for the Spellstutter Sprite, and the tokens Bitterblossom generates means that eventually Spellstutter will hit critical mass and allow you to counter anything.
Pestermite is a great way to surprise an opponent, especially with Oona's Blackguard in play. One Blackguard turns Pestermite into a 3/2 flyer with flash.
Mothdust Changeling made the cut over Cloud Sprite and Nightshade Stinger because unlike the Sprite, it is a rogue and it can block anything. Nightshade Stinger can't block period. In a pinch, the Mothdust Changeling can block Chameleon Colossus, whereas the other two cannot.
Build the deck on MWS/MTGO or out of cardboard and give it a whirl. It's fun, powerful and quite a surprise from the usual rogue builds. Good Luck!! ;):D:cool:
Lol. Like I said. Never played it, but has an 'Informed Opinion'. Try it out.
ProTip: Try decklists--or at least concepts--before questioning them. If they don't work, figure out why and then respond.
EDIT:
Really? I figured almost everything in the deck had synergy. Funny...
04 Mothdust Changeling
04 Prickly Boggart
04 Oona's Prowler
04 Oona's Blackguard
04 Looter il-Kor
04 Spellstutter Sprite
04 Stinkdrinker Bandit
03 Pestermite
04 Noggin Whack
Other Permanents
03 Bitterblossom
Lands
06 Swamp
05 Island
04 Secluded Glen
04 Mutavault
02 Faerie Conclave
01 Urborg, Tomb of Yawgmoth
04 Deathmark
04 Thoughtseize
04 Shriekmaw
03 Extirpate
Creature - Imp
Flying, Haste
~Sacrifice this at end of turn.
3/1
I'm fairly positive that the 'pirat-giant' you speak of is actually Slimer before he passed away...
http://media-dominaria.cursecdn.com/attachments/52/653/635032484333288396.jpg
http://forums.mtgsalvation.com/showthread.php?t=105289
04 Prickly Boggart
04 Mothdust Changeling
04 Oona's Blackguard
04 Oona's Prowler
04 Looter il-Kor
03 Stinkdrinker Bandit
03 Pestermite
Spells
04 Noggin Whack
03 Thieves' Fortune
02 Notorious Throng
03 Bitterblossom
Lands
06 Island
05 Swamp
04 Mutavault
04 Secluded Glen
02 Faerie Conclave
01 Urborg, Tomb of Yawgmoth
04 Shriekmaw
04 Thoughtseize
04 Spellstutter Sprite
03 Extirpate
04 Mogg Fanatic
04 Keldon Marauders
Spells
04 Dark Ritual
04 Lighting Bolt
04 Stomping Slabs
04 Seething Song
04 Chain Lightning
04 Fireblast
03 Doomsday
04 Mox Diamond
03 Necropotence
02 Chrome Mox
Lands
04 Badlands
04 Blood Crypt
04 Bloodstained Mire
04 Mountain
It's generally pretty dorky, but I love turn 1 Rit for Necro. Build up burn. Burn 'em down. If need be, set up Doomsday with a seething song on top of your library and 4 Stomping Slabs. I just took it for fun, but no one expected it.
Well I understand that Bitterblossom's a house. I really do. I'm just so against trying three maindeck, because mono-red is played heavily around here, and by mono-red, I mean straight burn. I'll give it a try, but the mono-black Lightning Helix+ really comes in handy.
First, the top comment. It's true that Chapin-Rogue decks have the potential to be faster. Playtesting it, though, is another story. Having tested mono-black builds, I can attest that sometimes the draws don't come through and sometimes the deck just plain runs out of gas. Playing against them with my U/B builds, I can usually win through just playing tighter curves and more powerful turns. When they stumble on a mised land and I'm hitting gas every turn, slow and steady stomps the competition.
Don't forget that Bad Moon also helps some of my creatures as well.
Second, my meta still has people playing the full gamut. We have people playing Mannequin, R/x//G/x Warriors, Kithkin, Miracle-Gro, U/B Faeries, U/G Faeries, Project R, you name it, we got it. I usually am able to stall a game out against many of those decks to sneak my damage through for the win. Just because Lorwyn is Legions 2.0 doesn't mean that every meta is chock full or Sideways Smashery or RedZone Rumbles.
04 Mogg Fanatic
04 Keldon Marauders
04 Countryside Crusher
04 Simian Spirit Guide
04 Taurean Mauler
03 Brion Stoutarm
Spells
04 Rift Bolt
04 Incinerate
04 Shard Volley
03 Obsidian Battleaxe
Lands
07 Mountain
04 Plains
04 Flagstones of Trokair
04 Ancient Amphitheater
02 Rustic Clachan
01 Keldon Megaliths
04 Disenchant
04 Calciderm
04 Cryoclasm
03 Angel's Grace
It's fun and kills quick. Sideboard is kind of a meta choice. I've had a game play out as:
04 Prickly Boggart
04 Mothdust Changeling
04 Oona's Blackguard
04 Oona's Prowler
04 Looter il-Kor
03 Pestermite
03 Spellstutter Sprite
Spells
04 Thieves' Fortune
04 Noggin Whack
02 Morsel Theft
02 Bitterblossom
Lands
06 Swamp
05 Island
04 Secluded Glen
04 Mutavault
02 Faerie Conclave
01 Urborg, Tomb of Yawgmoth
04 Shriekmaw
04 Thoughtseize
03 Extirpate
03 Earwig Squad
01 Bitterblossom
I find that the card draw/parity involved in the U/B builds, help overcome the typical aggro shortcomings. Running out of gas when you're in a winning position is a terrible way to lose.
Deck Notes: